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LibWeb+LibJS: Make the EventTarget hierarchy (incl. DOM) GC-allocated
This is a monster patch that turns all EventTargets into GC-allocated PlatformObjects. Their C++ wrapper classes are removed, and the LibJS garbage collector is now responsible for their lifetimes. There's a fair amount of hacks and band-aids in this patch, and we'll have a lot of cleanup to do after this.
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sideshowbarker
2024-07-17 07:28:15 +09:00
Author: https://github.com/awesomekling Commit: https://github.com/SerenityOS/serenity/commit/6f433c8656 Pull-request: https://github.com/SerenityOS/serenity/pull/14816 Reviewed-by: https://github.com/ADKaster Reviewed-by: https://github.com/linusg ✅
@@ -17,7 +17,7 @@ static void fire_webgl_context_event(HTML::HTMLCanvasElement& canvas_element, Fl
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{
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// To fire a WebGL context event named e means that an event using the WebGLContextEvent interface, with its type attribute [DOM4] initialized to e, its cancelable attribute initialized to true, and its isTrusted attribute [DOM4] initialized to true, is to be dispatched at the given object.
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// FIXME: Consider setting a status message.
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auto event = WebGLContextEvent::create(canvas_element.document().preferred_window_object(), type, WebGLContextEventInit {});
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auto event = WebGLContextEvent::create(canvas_element.document().window(), type, WebGLContextEventInit {});
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event->set_is_trusted(true);
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event->set_cancelable(true);
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canvas_element.dispatch_event(*event);
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@@ -33,8 +33,7 @@ static void fire_webgl_context_creation_error(HTML::HTMLCanvasElement& canvas_el
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JS::ThrowCompletionOr<RefPtr<WebGLRenderingContext>> WebGLRenderingContext::create(HTML::HTMLCanvasElement& canvas_element, JS::Value options)
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{
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// We should be coming here from getContext being called on a wrapped <canvas> element.
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VERIFY(canvas_element.wrapper());
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auto context_attributes = TRY(convert_value_to_context_attributes_dictionary(canvas_element.wrapper()->vm(), options));
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auto context_attributes = TRY(convert_value_to_context_attributes_dictionary(canvas_element.vm(), options));
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bool created_bitmap = canvas_element.create_bitmap(/* minimum_width= */ 1, /* minimum_height= */ 1);
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if (!created_bitmap) {
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